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Post by Chaplain AoD on Sept 22, 2007 19:29:41 GMT
Hello folks, you may remember me as the amazing 3rd in Command of this Clan. Well I am about to explain how to be good at the game. Now you may so, well you have been playing this game for so long, you know everything. Yes I do but you have to remember there are no such things as unbeatable players. With teh correct practice, counter/civ and luck you can win most of the time. First off lets begin with the basic. I will be doing this in installments. First is well the Basics Jeff
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Post by Chaplain AoD on Sept 22, 2007 19:46:49 GMT
Okay humour me on this. I know you may know the game inside and out, but there are some out there who do not know everything.
First of all lets start with buildings.
The three main types of buildings are the following.
Civilian Military Wonders
All buildings fall into each of these 3 categories.
Civilian
Capital, Town Centers and Settlements At the start of the game you should have a capital as well as a number of citizens. This is the start. Whether you have taken expansionism (yes I am talking about AoC) or not will decide how quickly you can start producing citizens. All of these buildings main purpose is to act as drop off points for the food, iron, gold, wood and stone gathered by your citizens. As well as producing heroes, citizens and research.(Not settlements)
When ever you gather resources, you will gain a drop off bonus if you populate the building with enough citizens.
Remember settlement+5cits > Town Center+10>Capital
Houses
These buildings have there uses, though they produce nothing, have no defence, the benefit of these buildings ar ethe following, they provide morale. Morale is good because it increases gathering rates of citzens as well as improve combat efficiency of your troops.
Farms
Its a farm, it costs wood, gives food.
Fortress
Rarely used but has its uses. If you are nearing pop, and you have so much resources left over, make a fortress and place your spare troops in there (never ever put a hero in there). Also try to place them away from each other. If you are at pop or over pop, any units in the fortress will not bail out if it near destruction. But if you are low on troops and can not make them fast enough they can provide quickly those 30 extra troops
Temple
Rarely used mainly due to game rules. Prophets and Priests. Each has their own use, will be explained in future section of the guide. Also provide protection from calamities casted by the prophet.
University.
Also rarely used due to the rules within games. Protect in a given area from the effects of conversion by priests and priest towers.
Hospital
Now all troops are valuable, they cost resources, especially heroes which take longer to build. Build a hospital and any non-cybernetic unit will be healed over time
Military Building
Any building when made which can produce troops whether they be aircraft, clubmen or tanks falls into this category.
Wonders
These buildings are expensive, they have their uses which can mean the diffeence between winning a game or losing it, though not always a game winner.
Next section is Unit relationships
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Post by Chaplain AoD on Sept 22, 2007 19:59:01 GMT
Every unit in this game can be countered on a one to one basis by their counterpart.
This can vary from the early ages where you have only basic infantrymen, to the future where cybers, tanks and aircraft rule the battlefield.
Now in your game pack you should have a unit relationship chart. However if you do not. here is the summary. Since it is basics, I would presume only from stone to industrial
Stone to Middle Ages
Shock (sword inf or sword cav) > Archer (calvery or infantry) > Pierce (calvery or inf) > Shock
Now this is the basics, if you include seige then the following is true
At range, seige will beat infantry (if balistae) especially archers who do minimal damage to them, however Once pierce or shock get in close combat seige is easily destroyed.
Renaissance onwards to Industrial
Sword Cav > Seige and Infantry> Gun Cav and Pierce Cav and Inf> Sword Cav
Secondary counters
Pierce Inf > All Calvery and Seige (at close range)
And thats it for now. Next well I will figure it out what I will type next
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Post by Chaplain AoD on Sept 23, 2007 18:40:03 GMT
In every game thee are set starting resources, the sets used will determine what civilisation you should use, as well as what is contained in the civilisations.
However you may just wing it and have a set civ which you will use regardless of settings, gaming enviroment, allies, and citizens available
Let me explain the following.
The 3 main groups of resources are the following.
Tournament level Standard Level Deathmatch
These can be further split up in 5 classes
Tournament Low - usually given only 5 citizens Tournament Defensive/High - usually given between 5 to 10 citizens Standard Low- between 10 to 15 citizens Standard High - 20 citizens Deathmatch - any number of citizens
Now as you can see, each has its own challenges.
TL Tournament low is very skillful, you have only 5 starting citizens so how you use those citizens at the start, what your civ contains as well as the support from allies will determine whether you win or lose.
Let me explain, in tournament low, it is almost a necessity to have the following, cit cost reduction, building cost reduction as well as expansionism. Though you do not require these, it does make the game easier. Due to the following.
Expansionism, started in AoC ( as I said this would be based on AoC not original EE) expansionism is probably the most useful civ power ever thought of, especially compared to certain others. It costs the same as a normal settlement, but it means that you can build citizens straight away, without the need to lose 5 cits, which is between 200 to 250 food (or higher if you use JIT) And in most settings especially this, losing of citizens could be the game losing reason.
Cit cost reduction. Now this here is vital, in TL and TD, having cheap citizens is vital, especially with the low starting resources, this could provide you with 5 cits instead of only 4. Which means one more worker. Food is vital, you need to reserve it. Unlike the other 2, this is what I would say is a necessity.
Building Cost reduction- Now this may be useful for the following reasons, if what you are wanting to build militarily requires wood, it may be useful to have buildings cheaper considering they also cost wood (this may be also true with towers, where you would want to set up some walls and toiwers cheaply to protect you base). So if you are building barracks to make swordmen or marines, then this may not be necessary, but if you are aiming for seige weaponry or archers then it really is useful.
This can be further applied to other settings excluding deathmatch.
The reason for deathmatch being different is that the large ammount of reaources usually mean that few people use civ points to mkae a civilisation to include these bonuses, mainly because you will not need them, rather using things for unit cost reduction, attack, speed, and build time decrease.
Only in longer games are these even considered, and that is rarely.
Civ Points
Having only a limit of 100 points mean that you can not have every combination of civ points out there, no matter how hard you try, so you have to make each and every one count. For standard games and tournament games, the three above are very useful, in certain ways, while expansionism is useful though not necessary.
Also what you are trying to achieve will decide on what you will choose.
If you are choosing a civ based entirely on winning on the rush then you may use civ points such as metallurgy, unit build time decrease.
While those who are aiming for economy will choose those that will benefit them in the long run and will under 90% of cases contain expansionism, mining bonuses as well as cit cost reduction or building cost reduction. THis is mianly for booming and sending esources to the allies so they can concentrat ehte majority of their pop on armies.
The alternative is between these two. Which I call the the rushes that help to boom.
IN deathmatch as I said above, skills such as infantry-ranges cost reduction will help in building the army as well as infantry-range build time decrease. Mainly so they pop out quicker and are cheaper to do so.
The idea is to out rush the enemy and cripple the while their army is less superior and less numerous than yours.
So thats the end of this section. What occurs next will be seperate threads on strategies in each of the epoches, beginning with Middle Ages and the {IA} civs.
AoD
Please feel free to leave a comment
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Post by Mcmuffinwarrior on Sept 23, 2007 20:10:36 GMT
Very useful indeed. We need to make the whole thing into a pdf when u finished as forums hav nasty habit of killing themselves.
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Post by Chaplain AoD on Sept 26, 2007 16:01:10 GMT
Well this section is more or less finished, probably will expand things such as the military buildings section and the wonders. Prob going to include stuff about heroes, but apart from that, what else is there to put in the basics?
As I also said, will do strategy guides based on the clan standard template civilisations as they seem to be a good starting point, and work quite good.
AoD
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Post by Mcmuffinwarrior on Sept 26, 2007 20:28:50 GMT
do u want to pdf it or shall i?
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Post by Spartan-117 on Oct 5, 2007 11:35:04 GMT
I think you should do it, but wait until it is finished.
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Post by bayern on Nov 24, 2007 23:22:17 GMT
Question: Houses provide morale? U are sure, i really dont know. What is the consequence for the citz?
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Post by Chaplain AoD on Nov 25, 2007 18:34:56 GMT
They gather faster, and they can survive longer when getting attacked.
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